Author battles (the video game)

Sans AB Sheet-35(?)% Completed
December 2nd, 2017, 8:07 pm

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So...many...SPRITES!!!



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Author's Comments:

Hoo! And you thought I was dead!

witswithme
Posted by witswithme
December 2nd, 2017, 8:17 pm
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Nope. Not in the slightest. I had to deal with some real-life stuff. Still looking for a job, and trying to fight off someone who's been stealing my YouTube videos. However, I've never given up on getting Sans up to spec on this new sprite sheet format. And it's taking QUITE awhile. And for good reason. Yeah, a lot of the sprites are going to be copied over from the old sheet to this one, but I constantly get new ideas (and the attacks that Abro did for Sans in-game are really spiffy.)

Anywho, due to the lack of eye recolors, I had to replace my Dark Sans skin with a Sonic!Sans (And Amy!Sandra) skin, just to be meta.
Also, the "?" above that one sprite in Sans' back throw is a sprite that I am unsure that is needed to make sure that the animation isn't choppy. Do you guys think it's needed?


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February 19th, 2018, 5:46 am
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Reader's Comments:

Posted by Guest
January 5th, 2018, 9:01 am
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I'm so excited to see Super Sonc as a playable character!



abro
Posted by abro
January 25th, 2018, 3:08 am
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@witswithme: good work on these updates wits!

I was able to make most of these changes pretty quickly stance looks great in game

As for the extra frame you should be good without it but wouldnt hurt to add it as it is a key frame



Sweet!

witswithme
Posted by witswithme
January 25th, 2018, 10:11 am
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@abro: ...And what do you mean by "key frame"?



abro
Posted by abro
January 25th, 2018, 11:23 am
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@witswithme: a key frame is like one of the more important frames of an animation

Such as the last pose in a punch with the characters arm all the way out
In this case in the original animation the pose you used here was a key frame the starting point for the rest of the motion but to be completely honest you have so many other frames for this one you should be good with any of those as your start pose



Looking back at past

Chunck.co
Posted by Chunck.co
January 31st, 2018, 9:44 pm
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As a bit of hilarity I looked back and noticed some characters got scrapped or forgotten in some manner during Original devolped author battles 0.1 before royal insanity...even when said done.

Those two were Classic CC, said to be devolped but hilarously never released (maybe he's still their but the og didnt have unlockables) and Nightkire who got a "soon" on modern cc yet seemed to mysteriously disappeared.

Their outdated nowadays, but i still found that funny.



Josephk
Posted by Josephk
February 5th, 2018, 3:42 am
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@Chunck.co: Here's a quick summary as to why
https://i.imgur.com/KSZZ693.gif
https://i.imgur.com/o5ghlUl.gif

https://i.imgur.com/d1uV9n4.gif
https://i.imgur.com/5uXBy2z.gif

I wanted to upload CC 1 and CC 2 together but due to technical difficulties, balance issues, and whatnot, I had to postpone them. One of the biggest issue was the controls.

Everyone:
X: light attack 1 | Y: medium attack 1 | Z: heavy attack 1
A: light attack 2 | B: medium attack 2 | Z: heavy attack 2


CC:
X: charge attack | Y: summon ally | Z: kick
A: boomerangs | B: rush | C: blaster

The control scheme ultimately created a deadlock for me to balance him with all the other characters.
Nerf him, he dies too easily because he's overall too different and too difficult.
Buff him, you got "Recharge 4 Lemon" all over again, spamming charged shots from a distance and pushing you away if you get close.
Can't balance him by changing numbers anymore so I had to straight up re-work him, but due to how limiting the sprite sheets were (suffered the same issue with Gokento back then as well), I pretty much kept heading back to the same scenario.
I didn't want to release them in terrible condition so I just put them on hold so that I can make progress on other characters.

Looked around on my old PC to find the latest build of them, this was it (Beware, they're still not finished)
http://www.mediafire.com/file/8wn9uoh3czm6lwk/CCs%20Mugen.zip



Chunck.co
Posted by Chunck.co
February 5th, 2018, 7:53 am
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I kinda assumed it was for good reason, i was just noting the obvious...makes sense too, I always assumed if too strong similar to CCM it be more about dodging like sans which i found AWESOME when CCM was finally released. Like sans one was strong yet not undefeatable.

----------Playing them thoughts--------------

I still like CCM for his unique style that requires paitence and charging along with quick dodge movements and such.

CC Classic is quite clunky (normal speed, but the i like the idea) but that works in it's favor as it's kinda a tank as said kinda hard to work with. I like his unique differences with attacks and the speed bar exists (past me is silly...). for still not finished their good to work and function way too well for unfinished..., i also find their control options are less a issue and more like playing smash bros. A unique mechanic that you work around to utilize unique characters to their best potiental something thats different to work around but worth the effort since both are quite fun to play.

I find when it comes to balance it's more if one have a strength in one with theirs a weakness in another. CCM is a strong character attack wise but require distance or close ups but weak health and easy to get defeated. CC is a clunky tank whose slow in moving yet makes sense because they have strongish attacks.

That's just my thoughts on it.



Josephk
Posted by Josephk
February 5th, 2018, 5:41 pm
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@Chunck.co: The speed bar for Classic CC was actually my idea. There came a point where I thought, "Know what? Why not have him regain his OP powers as time goes, but lose it after he reaches max potential." The coding for it must've been terrible lol (since spamming X maxes it out pretty quickly, should have made it gain value "On Hit" instead of "During Hit")
Modern CC almost got that treatment as well but I got lazy.

Reason why I said he wasn't finished was due to balance (and the fact that Aerial A doesn't do much along with the fact that his portal move has no sound but balance kept my attention)

Now that I've looked back on it, as a stand-alone MUGEN character he'd be alright if I just focus on removing his infinites (and the Aerial A- know what, just copy and paste Modern CC's coding for it)



Random thoughty thoughts

Chunck.co
Posted by Chunck.co
February 5th, 2018, 7:14 pm
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Makes sense. I do not know the standards of MUGEN fighting characters i just estimated their balanced as when playing current beta both CC's do not do alot of damage to other oppentents, MCC hp is low enough i nearly lost to medium yet i see that as balance compared to his moves which are even if low hitting strong...that at the sword swipe thing. Thay. That is hilarous...also funny thing is if classic and modern both do it they both do not hit each other. Also tbh i prefer it if MCC didn't have the speed bar but thats up to you. they both got low hp but good short/long distant attacks.



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